2012
DOI: 10.1177/1541204012460874
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Violent Video Games, Delinquency, and Youth Violence

Abstract: Violent video game playing is correlated with aggression, but its relation to antisocial behavior in correctional and juvenile justice samples is largely unknown. Based on a data from a sample of institutionalized juvenile delinquents, behavioral and attitudinal measures relating to violent video game playing were associated with a composite measure of delinquency and a more specific measure of violent delinquency after controlling for the effects of screen time, years playing video games, age, sex, race, deli… Show more

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Cited by 110 publications
(88 citation statements)
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References 49 publications
(38 reference statements)
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“…El modelo estructural desarrollado se ajustó de forma eficaz, tal y como demuestran estudios similares en el contexto nacional e internacional (Delisi et al, 2013;Espejo, Chacón, Zurita, & Castro, 2016;Felix, Sharkey, Green, Furlong, & Tanigawa, 2011;Shaw, Dooley, Cross, Zubrick, & Waters, 2013;Vilches, 2015).…”
Section: Discussionunclassified
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“…El modelo estructural desarrollado se ajustó de forma eficaz, tal y como demuestran estudios similares en el contexto nacional e internacional (Delisi et al, 2013;Espejo, Chacón, Zurita, & Castro, 2016;Felix, Sharkey, Green, Furlong, & Tanigawa, 2011;Shaw, Dooley, Cross, Zubrick, & Waters, 2013;Vilches, 2015).…”
Section: Discussionunclassified
“…El motivo es que la televisión les ofrece una fuente de imitación de conducta a través del modelo de imitación social, afectando especialmente a aquellos niños y niñas que no han vivenciado un proceso socializador normalizado (Ferguson et al, 2010;López & Sabater, 2014;Vilches, 2015). En esta línea, Delisi et al (2013) recuerdan como diversas teorías sobre el comportamiento violento han comprobado que el aprendizaje y los procesos mentales que implican los contenidos violentos multimedia pueden generar comportamientos agresivos posteriores, ya que producen una desensibilización ante situaciones violentas al ser percibidas como un contenido emocional positivo. De hecho, la exposición continuada se relaciona con reducciones psicológicas y fisiológicas del miedo y ansiedad ante la violencia, produciendo consecuencias cognitivas y afectivas como una disminución de la percepción ante la severidad de las lesiones, la atención a eventos violentos, una perdida en la capacidad empática con las víctimas o el desarrollo de actitudes violentas hacia otros (Boxer et al, 2015;Ditrrick, Beran, Mishna, Hetherington & Shariff, 2013;Hasan, Bègue, Scharkow & Bushman, 2013).…”
Section: │2unclassified
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“…For example, engagement in violent video game play has been linked to antisocial behaviour, higher degrees of externalizing behaviours, aggression, depression, reduced academic performance, as well as elevated psychopathy among adolescent samples (DeLisi, Vaughn, Gentile, Anderson, & Shook, 2012;Milani et al, 2015). Other research has linked cyber-trolling activity (i.e., unprovoked hostile, destructive, or disruptive online behaviour) to indices of sadism, deriving pleasure from other people's pain or humiliation, and Machiavellianism, where personal gain is put above normative societal principles of equality (Buckels, Trapnell, & Paulhus, 2014).…”
Section: Impacts Of Technology Use On Youth Mental Healthmentioning
confidence: 99%